GalCiv III v3.1 (Released 11/12)

Hello,

We want to give you a small preview of the upcoming v3.1 patch.  We've improved the AI and gameplay, as well as giving our modders the ability to design their color palettes for custom factions and ships.

Highlights

Synthetic AI Improvements

Synthetic races are better at killing you.  They also have decided that farming is neither relaxing or productive.  Synthetics have not only abandoned farming but now will burn arable land to clear it for improvements.

Custom Colors

You can now deck your custom content in style.  Design your own color palettes for custom factions, ships, the UI and maps.

Change Log notes

AI Improvements

  • Synthetic races are better at killing you
  • Synthetic life forms will not longer try to build farms.  Instead, they'll destroy the arable tiles to make room for something more useful to them.  
  • Crusade: AI better at gaining citizens at higher difficulty levels.

Balance

  • Fertile tiles are more common.
  • Crusade:
    • Prolific ability population growth reduced from 0.2 to 0.1 (otherwise it was basically tripling initial population growth).
    • Aururus Arberetum provides a % growth benefit instead of a flat so that a given player (such as an AI player) doesn't gain a disproportionate advantage from having one.
  • Mercenaries: Avatar mercenary antimatter cost increased from 1 to 5.
  • Intrigue: Changed the "Destroyed Planets" crisis outcomes to be only "mostly destroyed."

Interface

  • Custom Colors: Design your own color palettes for custom factions, ships, the UI and maps..  
  • Population growth now shows 2 significant digits.
  • Added a button on the title window to force sync the mods.  Use this if you have subbed/unsubbed to ships or civs outside of the game and that content isn't showing up correctly.  
  • Crusade: Shows your leader instead of the news robot on the Citizen screen.

Bugs

  • Fixed a few MP crashes
  • Typo fixes: For extreme colonize, it is Barren, not Desert planet types.
  • Base Game only: AI will not try to research Crusade specific techs.  
  • Mercenaries: AI no longer tries to "mine" the Bazaar
280,150 views 36 replies
Reply #1 Top

The synthetics need rebalancing.   One Durantium to get 0.1 population growth is ridiculous.  If you  mine 1 Durantium, you get 0.1/turn. That's 100 durantium-mining turns to get 1 pop.  :(  

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Reply #2 Top

Wow, thanks for this - I had hoped to get some easier way to change colors for a long time :)

That is really cool, I tried changing ship colors of my custom civs, and it works like a charme now.

Reply #3 Top

I'm curious, why is this 'opt in' and how does it fit with the DLC to be released on Monday?

 

(Wow! After 14 years I have a karma of 0! Lurkers Unite!)

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Reply #4 Top

We do opt-ins to get feedback on changes before they go live to everyone. 

Reply #5 Top

Update 11/8

  • Intrigue: Changed the "Destroyed Planets" crisis outcomes to be only "mostly destroyed."
Reply #6 Top

I'm on the opt-in, on Crusade+Intrigue, but I'm not seeing my leader instead of the robot on either the research or GNN windows.  Is it because I'm using a custom civ?

Reply #7 Top

I'm also seeing this:

Reply #8 Top

I have started several games with the op-in to check various things.  I never reached 100 turns before starting a new game.  That may explain some of the things I'm about to report.

The Yor haven't built a farm, and they haven't destroyed any arable land.  They still have empty places to build, so they may not feel the need to destroy any arable land.  I probably need to play more turns.  As Moser_Alchemist mentioned in Reply #1, they only grow at 0.1 instead of 1, so it takes a long time to increase population.  At least they no longer need Promethion.  They are building population.  Before this version they rarely built population because they rarely managed to build starbases to mine the Durantium and Promethion they needed.  I haven't checked to see if they are still building empty colony ships that they can't launch because they don't have enough population.

The Onyx Hive and Slyne, silicon-base races that don't need food, also haven't built any farms or destroyed any arable land.  Like the Yor, they still have vacant land available.

The hydroponic farm added in this version has a build cost of zero.  Is this correct?  At least two races have built it.  It is also in the list of things that the Yor, Onyx Hive and Slyne can build.  They can't use it, so why is it there?

Maybe someone needs to review all the things about food and population to be sure that races aren't dealing with things they can't use.  This includes food and food bonuses for the Yor, Onyx Hive and Slyne and population bonuses for the Yor.  Also, the Yor are willing to trade things for techs that allow them to increase their morale.  Since their moral is always 100%, the techs are useless to them, and they should reject them in trades.

I haven't seen anyone build a starbase to mine/research the Bazaar, so that is fixed.  I have seen them build a starbase that includes the Bazaar in its AOE, but that was because that was the best place for the starbase to be to include all the resources and artifacts in the area.  Before this version they would carefully place the starbase to get one or more things they could mine or research and include the Bazaar.  Now they ignore the Bazaar.  However, they still know it exists and will hire Mercenaries.

Reply #9 Top

I'm not seeing any shipyard missions on the opt-in.  I'm using some mods though, but they are append mods and shouldn't interfere.  But even vanilla shipyard missions like Salvage Mission and Hyper Silicate Trader aren't showing up.

Edit: Oh nevermind (Emily Littella voice). I forgot I had a government that couldn't send missions.

Reply #10 Top

Quoting Publius, reply 7

I'm also seeing this:


Hmmm....I'm not seeing this in my game.  

  • Can you verify steam files?
  • Is this an old save?  If so, what how old?
  • What faction are you playing? 
  • What DLCs do you have enabled?
  • Do you have any mods? 
Reply #11 Top

Quoting Publius, reply 6

I'm on the opt-in, on Crusade+Intrigue, but I'm not seeing my leader instead of the robot on either the research or GNN windows.  Is it because I'm using a custom civ?

This also works for me.  I am suspecting that steam didn't update you fully.  Can you restart steam and the verify files?  Make sure it says v3.10 after you're done.  

Reply #12 Top

Quoting Old-Spider, reply 8

I have started several games with the op-in to check various things.  I never reached 100 turns before starting a new game.  That may explain some of the things I'm about to report.

The Yor haven't built a farm, and they haven't destroyed any arable land.  They still have empty places to build, so they may not feel the need to destroy any arable land.  I probably need to play more turns.  As Moser_Alchemist mentioned in Reply #1, they only grow at 0.1 instead of 1, so it takes a long time to increase population.  At least they no longer need Promethion.  They are building population.  Before this version they rarely built population because they rarely managed to build starbases to mine the Durantium and Promethion they needed.  I haven't checked to see if they are still building empty colony ships that they can't launch because they don't have enough population.


The Onyx Hive and Slyne, silicon-base races that don't need food, also haven't built any farms or destroyed any arable land.  Like the Yor, they still have vacant land available.

The hydroponic farm added in this version has a build cost of zero.  Is this correct?  At least two races have built it.  It is also in the list of things that the Yor, Onyx Hive and Slyne can build.  They can't use it, so why is it there?

Maybe someone needs to review all the things about food and population to be sure that races aren't dealing with things they can't use.  This includes food and food bonuses for the Yor, Onyx Hive and Slyne and population bonuses for the Yor.  Also, the Yor are willing to trade things for techs that allow them to increase their morale.  Since their moral is always 100%, the techs are useless to them, and they should reject them in trades.

I haven't seen anyone build a starbase to mine/research the Bazaar, so that is fixed.  I have seen them build a starbase that includes the Bazaar in its AOE, but that was because that was the best place for the starbase to be to include all the resources and artifacts in the area.  Before this version they would carefully place the starbase to get one or more things they could mine or research and include the Bazaar.  Now they ignore the Bazaar.  However, they still know it exists and will hire Mercenaries.

I'm not sure the exact logic but I believe the Yor will destroy the tile if it thinks it needs it.  I'll look into the hydroponic cost.  

Reply #13 Top

Quoting pshaw, reply 10

Hmmm....I'm not seeing this in my game.

Can you verify steam files?
Is this an old save? If so, what how old?
What faction are you playing?
What DLCs do you have enabled?
Do you have any mods?

1. When I quit the game I noticed that there was an update pending, so I went ahead and downloaded it. After that I did a verify files and got one file re-acquired.

2. It's a brand new game on the 3.10 opt-in.

3. I'm playing a custom faction.

4. All of them.

5. Yes. All of them except the MercRoleMod are append mods which just add techs, improvements, etc and do not replace any of the game files.

I'll try reloading my save and see what happens.

Edit: After loading my saved game and playing a few more turns, the message about not being able to build a starbase is no longer showing the %d.  However, I'm still getting the robot instead of my leader in the technology window after finishing research.

Reply #14 Top

Quoting Publius, reply 13


Quoting pshaw,

Hmmm....I'm not seeing this in my game.

Can you verify steam files?
Is this an old save? If so, what how old?
What faction are you playing?
What DLCs do you have enabled?
Do you have any mods?



1. When I quit the game I noticed that there was an update pending, so I went ahead and downloaded it. After that I did a verify files and got one file re-acquired.

2. It's a brand new game on the 3.10 opt-in.

3. I'm playing a custom faction.

4. All of them.

5. Yes. All of them except the MercRoleMod are append mods which just add techs, improvements, etc and do not replace any of the game files.

I'll try reloading my save and see what happens.

Edit: After loading my saved game and playing a few more turns, the message about not being able to build a starbase is no longer showing the %d.  However, I'm still getting the robot instead of my leader in the technology window after finishing research.

OH.  Hold on -- I misread your original report.  The tech and gnn screens weren't changed.  Just the Citizen and Civilzation screens.  I'll clarify the patch note.

 

Reply #15 Top

The hydroponic farm being free is just a bug.  Enjoy it while it lasts.  

We'll have a fix for that first thing in the AM.  

Reply #16 Top

I'm able to build a second Import/Export Center, even though it's a one per player improvement.  As I said before, this is a new game started on 3.10 opt-in, I am using some mods, but I don't think they would affect that.  I haven't been at war yet, so I haven't captured any planets, but I did happen to notice that way over on the other side of the galaxy it appears that the Altarians captured Drengi recently, in case that might be relevant to the problem.  I made a saved game at the point where I noticed the Import/Export Center was available to build, it might be a few turns removed from when it actually became available to build again.  The saved game is here.

Reply #17 Top

I started a new game with the latest update from today (Thursday).  I saved at the start and after turns 52 and 100.  I then used the console and the god command to see what was happening with food.

YOR
Their home planet of Iconia started with 3 arable land.  Several of the planets they would settle had various amounts of arable land.  Sometime before turn 52 they went on a slash and burn rampage.  All arable land was gone by turn 52, and other things were built there.  However, they did build a useless hydroponic farm on one planet by turn 52.

Onyx Hive
Their home planet started with 1 arable land.  Several of the planets they would settle had various amounts of arable land.  At turn 52, the arable land on their home planet was gone and a factory was in its place.  All the other planets still had all their arable land.  None had a farm built on them.  In all cases where arable land still existed, there were still empty tiles available, so there was no need to get rid of the arable land.  The same was true on turn 100.

Slyne
The second planet in their starting star system had one arable land at the start.  That was the only planet they settled that had arable land on it.  On turn 52 it was still there.  They did build a useless hydroponic farm on one planet by turn 52.  On turn 100 the arable land was gone with a deep core mine in its place.

Others
The Drengin built a hydroponic farm on one planet by turn 52.  The Iridium and Krynn had each built a hydroponic farm on one planet by turn 100.  These races use food and could use the hydroponic farms.

Reply #18 Top

Update today:

You need to start a new game for these changes

  • Hydroponic Farm is no longer free
  • Colonial Hospital is now a flat 0.2 growth (was multiplier)
  • Manufacture Life now costs Promethion and gives 1 population
Reply #19 Top

Quoting Publius, reply 16

I'm able to build a second Import/Export Center, even though it's a one per player improvement.  As I said before, this is a new game started on 3.10 opt-in, I am using some mods, but I don't think they would affect that.  I haven't been at war yet, so I haven't captured any planets, but I did happen to notice that way over on the other side of the galaxy it appears that the Altarians captured Drengi recently, in case that might be relevant to the problem.  I made a saved game at the point where I noticed the Import/Export Center was available to build, it might be a few turns removed from when it actually became available to build again.  The saved game is here.

Thanks for the info.  The save game reproduces the problem but its already in a bad state where it's somehow forgotten that you've built the first one.  We'll keep looking.

 

Reply #20 Top

Perhaps it's beyond the scope of this update, but I notice that the AIs are still flying the special government ships (like The Prime Minister, 0 attack, 0 defense, but +20% to All Construction) around the galaxy instead of parking them at planets where they would actually help.  I would think the AIs would be more formidable if they used these ships effectively.

Reply #21 Top

"Manufacture Life" now costs Promethion and gives 1 population

By that did you mean it costs Promethion in addition to Durantium?  Because what I'm seeing is that it costs one of each.

Reply #22 Top

"At least they no longer need Promethion. "

I started a new Yor game and I still need Promethion to manufacture Pop.

Reply #23 Top

FWIW I also got the prob where "one per player" improvements can be build multiple times - I also had it with the initially avilaible computer and bank improvement (aside from capturing ones already built on alien worlds, which I think is WAD) and even the galactic mainframe.

 

I play with mods, but nothing that touches improvements.

 

Edit - for contrast anti matter power plant always is unique, that is fine.

Reply #24 Top

Playing as a Custom Carbon based civilization: Is it right that Carbons have access to the Hydroponic Farm building as well as the Farm building from the start?

I'm certain I haven't inadvertently changed the Race Type to Aquatic but I'll double check.

Thanks.

 

Reply #25 Top

Quoting mrblondini, reply 24

Playing as a Custom Carbon based civilization: Is it right that Carbons have access to the Hydroponic Farm building as well as the Farm building from the start?

Yes, that's a fairly recent change.  I'm not sure if is part of 3.10 and just not mentioned in the change log or was changed in an earlier update, but comparing ImprovementDefs.xml with what I think was the 3.04 or 3.05 version shows that it's been added.

As to whether it was intended or not, I can't say, but it could have been part of the change to make food more available and just not explicitly stated in the change log.